cambridge-modpack/tetris/modes/survival_gte.lua

119 lines
3.3 KiB
Lua

local GameMode = require 'tetris.modes.gamemode'
local Bag7Randomizer = require 'tetris.randomizers.bag7'
local SurvivalGTEGame = GameMode:extend()
SurvivalGTEGame.name = "Survival GTE"
SurvivalGTEGame.hash = "SurvivalGTE"
SurvivalGTEGame.tagline = "A well-known Master mode that ramps up in difficulty quickly!"
function SurvivalGTEGame:new()
SurvivalGTEGame.super:new()
self.lock_drop = true
self.lock_hard_drop = true
self.instant_hard_drop = true
self.instant_soft_drop = false
self.enable_hold = true
self.next_queue_length = 4
self.randomizer = Bag7Randomizer()
end
function SurvivalGTEGame:getARE() return 6 end
function SurvivalGTEGame:getLineARE() return 6 end
function SurvivalGTEGame:getGravity() return 20 end
function SurvivalGTEGame:getARR() return 2 end
function SurvivalGTEGame:getDasLimit()
return math.min(math.floor(self:getLockDelay() * 2/3), 10)
end
function SurvivalGTEGame:getLockDelay()
if self.lines < 100 then return 29
elseif self.lines < 110 then return 27
elseif self.lines < 120 then return 25
elseif self.lines < 130 then return 22
elseif self.lines < 140 then return 20
elseif self.lines < 150 then return 17
elseif self.lines < 160 then return 16
elseif self.lines < 180 then return 15
elseif self.lines < 190 then return 13
elseif self.lines < 210 then return 11
elseif self.lines < 230 then return 10
elseif self.lines < 240 then return 9
elseif self.lines < 260 then return 8
elseif self.lines < 280 then return 7
elseif self.lines < 290 then return 6
else return 5 end
end
function SurvivalGTEGame:getLineClearDelay()
return math.max(30 - math.floor(self.lines / 10) * 3, 1)
end
function SurvivalGTEGame:onLineClear(cleared_row_count)
self.lines = self.lines + cleared_row_count
self.completed = self.lines >= 300
end
local function getLowestBlockY(offsets)
local res = -math.huge
for _, o in pairs(offsets) do
if o.y > res then
res = o.y
end
end
return res
end
function SurvivalGTEGame:onEnterOrHold(...)
while (
getLowestBlockY(self.piece:getBlockOffsets()) + self.piece.position.y
) < 4 do
self.piece.position.y = self.piece.position.y + 1
end
self.super.onEnterOrHold(self, ...)
end
function SurvivalGTEGame:advanceOneFrame()
if self.ready_frames == 0 then
self.frames = self.frames + 1
end
end
function SurvivalGTEGame:getBackground()
return math.floor(self.lines / 10) % 20
end
function SurvivalGTEGame:getHighscoreData()
return {
lines = self.lines,
frames = self.frames
}
end
function SurvivalGTEGame:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("SPEED LEVEL", 240, 280, 160, "left")
love.graphics.printf("LINES", 240, 350, 160, "left")
love.graphics.setFont(font_3x5_3)
love.graphics.printf(
"M" .. math.min(30, math.floor(self.lines / 10) + 1),
240, 300, 160, "left"
)
love.graphics.printf(self.lines, 240, 370, 160, "left")
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
return SurvivalGTEGame